/***********************************************************************
    Originally Written By Max McGuire

    Modified By Alex "SparkyMcSparks" Romo

    Questions? Concerns? Suggestions?
        Contact Me On AIM @ DareDevilSparks7
***********************************************************************/

function PlayerUI_GetAuxWeaponClip()
    return 0
end

/**
 * Called by Flash to get the number of bullets left in the reserve for 
 * the active weapon.
 */
function PlayerUI_GetWeaponClip()
    
local player = Client.GetLocalPlayer()
    return player:GetWeaponClip()

end

/**
 * Called by Flash to get the number of bullets in the active weapon.
 */
function PlayerUI_GetWeaponAmmo()
    
    local player = Client.GetLocalPlayer()
    return player:GetWeaponAmmo()
    
end

function PlayerUI_GetScore()

    local player = Client.GetLocalPlayer()
    return player.score
    
end

function PlayerUI_GetGameTime()
    return Game.instance:GetGameTime()
end
    
function PlayerUI_GetKills()
    local killsToSizzle = { }
    
    local kills = Galaga_Scoring.instance.killCount
    local count = Galaga_Scoring.instance.killLast
    
    if( kills ~= nil and ( count < table.maxn( kills ) ) ) then
    assertMsg( "Enter Sizzling Point Loop" )
    
        for x = 1, table.maxn( kills ) do
            if ( kills[ x ] ~= nil and kills[ x ][ 2 ] ~= nil and kills[ x ][ 2 ] == false ) then
                assertMsg( "Sizzling Kill Point" )
                Galaga_Scoring.instance.killCount[ x ][ 2 ] = true
                killsToSizzle[ table.maxn( killsToSizzle ) ] = kill[ x ][ 1 ]
                
                Galaga_Scoring.instance.killLast = x
            end
        end
    end
    
    if( killsToSizzle[ 1 ] ~= nil ) then
        return killsToSizzle
    else
        return false
    end
end